$14.99Is Deathground worth it?
Deathground is worth it if…
- you want a co-op horror where the monster is a dinosaur and genuinely hunts you
- you like stealth, hiding in lockers and hearing your friends scream first
- you enjoy tense, atmospheric games where one wrong step starts a chase
- you have fond memories of being terrified by dinosaur films as a kid
- you don't mind an early access game that is still growing
Screenshots
Better with a squad on the radio
Deathground is built for up to four players, and the dinosaurs do not care how many of you there are. You split the specialist gear between you: someone carries the Motion Detector, someone the Tranquilizer Rifle, someone the Hacking Device or Field-Medkit. Whoever holds what decides who does what, and who gets sent to check the corridor nobody likes.
It works because the tools overlap. One player draws a raptor's attention while another slips past to the objective, and reviving a downed teammate becomes its own small horror mission. The raptors will tear a locker door open and pluck someone out, and it is somehow funnier when it is not you.
Predators that learn your tricks
The dinosaurs here hunt with sight, hearing and movement, so a strategy only works until they catch on. Throw bottles to lure a raptor away often enough and it starts ignoring the bottle and coming to find you instead. One player watched a raptor pretend to leave the area it was hiding in, then turn around and rush straight back.
That is the core loop: complete mission objectives, recover lore documents scattered through the compound, and reach extraction while something fast and hungry re-evaluates your habits in real time. You can go loud and fight, but stealth and teamwork are the surer path out. The raptors are quick enough that outrunning one rarely ends well, so most of the game is deciding when to move, when to freeze and when to hide, knowing it might already be too late.
A compound worth being scared in
The setting is the AEON research facility, once secure, now abandoned and decaying, with several maps inside it, each with its own theme, hazards and challenges.
The scares work. Jump scares get people who claim not to scare easily, usually at corners, and the dread of hearing claws somewhere nearby does the rest. David Housden, BAFTA-nominated for his work on Thomas was Alone and Q.U.B.E. 2, wrote the score, and it swells exactly when you would rather it stayed quiet. Runs also mix in procedural elements, varied objectives and shifting weather, so the map you thought you knew can still surprise you.























